/*
* Copyright (c) 2007, 2008, Oracle and/or its affiliates. All rights reserved.
* DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
*
* This code is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License version 2 only, as
* published by the Free Software Foundation. Oracle designates this
* particular file as subject to the "Classpath" exception as provided
* by Oracle in the LICENSE file that accompanied this code.
*
* This code is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
* version 2 for more details (a copy is included in the LICENSE file that
* accompanied this code).
*
* You should have received a copy of the GNU General Public License version
* 2 along with this work; if not, write to the Free Software Foundation,
* Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA.
*
* Please contact Oracle, 500 Oracle Parkway, Redwood Shores, CA 94065 USA
* or visit www.oracle.com if you need additional information or have any
* questions.
*/
#include "D3DPipeline.h"
#include "D3DVertexCacher.h"
#include "D3DPaints.h"
#include "math.h"
// non-texturized macros
#define ADD_VERTEX_XYC(X, Y, VCOLOR) \
do { \
vertices[firstUnusedVertex].x = (X); \
vertices[firstUnusedVertex].y = (Y); \
vertices[firstUnusedVertex].color = (DWORD)(VCOLOR); \
firstUnusedVertex++; \
} while (0)
#define ADD_LINE_XYC(X1, Y1, X2, Y2, VCOLOR) \
do { \
ADD_VERTEX_XYC(X1, Y1, VCOLOR); \
ADD_VERTEX_XYC(X2, Y2, VCOLOR); \
batches[currentBatch].pNum++; \
} while (0)
#define ADD_LINE_SEG_XYC(X, Y, VCOLOR) \
do { \
ADD_VERTEX_XYC(X, Y, VCOLOR); \
batches[currentBatch].pNum++; \
} while (0)
#define ADD_TRIANGLE_XYC(X1, Y1, X2, Y2, X3, Y3, VCOLOR) \
do { \
ADD_VERTEX_XYC(X1, Y1, VCOLOR); \
ADD_VERTEX_XYC(X2, Y2, VCOLOR); \
ADD_VERTEX_XYC(X3, Y3, VCOLOR); \
batches[currentBatch].pNum++; \
} while (0)
// texturized macros
#define ADD_VERTEX_XYUVC(X, Y, U1, V1, VCOLOR) \
do { \
vertices[firstUnusedVertex].x = (X); \
vertices[firstUnusedVertex].y = (Y); \
vertices[firstUnusedVertex].tu1 = (U1); \
vertices[firstUnusedVertex].tv1 = (V1); \
vertices[firstUnusedVertex].color = (DWORD)(VCOLOR); \
firstUnusedVertex++; \
} while (0)
#define ADD_VERTEX_XYUVUVC(X, Y, U1, V1, U2, V2, VCOLOR) \
do { \
vertices[firstUnusedVertex].tu2 = (U2); \
vertices[firstUnusedVertex].tv2 = (V2); \
ADD_VERTEX_XYUVC(X, Y, U1, V1, VCOLOR); \
} while (0)
#define ADD_TRIANGLE_XYUVC(X1, Y1, X2, Y2, X3, Y3, \
U1, V1, U2, V2, U3, V3, VCOLOR) \
do { \
ADD_VERTEX_XYUVC(X1, Y1, U1, V1, VCOLOR); \
ADD_VERTEX_XYUVC(X2, Y2, U2, V2, VCOLOR); \
ADD_VERTEX_XYUVC(X3, Y3, U3, V3, VCOLOR); \
batches[currentBatch].pNum++; \
} while (0)
#define ADD_TRIANGLE_XYUVUVC(X1, Y1, X2, Y2, X3, Y3, \
U11, V11, U12, V12, U13, V13, \
U21, V21, U22, V22, U23, V23, \
VCOLOR) \
do { \
ADD_VERTEX_XYUVUVC(X1, Y1, U11, V11, U21, V21, VCOLOR); \
ADD_VERTEX_XYUVUVC(X2, Y2, U12, V12, U22, V22, VCOLOR); \
ADD_VERTEX_XYUVUVC(X3, Y3, U13, V13, U23, V23, VCOLOR); \
batches[currentBatch].pNum++; \
} while (0)
// These are fudge factors for rendering lines found by experimenting.
// They are used to tweak the geometry such that the rendering (mostly) matches
// our software rendering on most hardware. The main goal was to pick the
// numbers such that the beginning and ending pixels of lines match.
#define LINE_FUDGE
// fudge factors
#ifdef LINE_FUDGE
// Horiz/vertical
#define HV_FF1 ( 0.0f)
#define HV_FF2 ( 0.51f)
// For the record: value below (or larger) is required for Intel 855, but
// breaks Nvidia, ATI and Intel 965, and since the pipeline is disabled on
// 855 anyway we'll use 0.51f.
//#define HV_FF2 ( 0.5315f)
#define HV_FF3 (-0.2f)
// single pixel
#define SP_FF4 ( 0.3f)
// diagonal, down
#define DD_FX1 (-0.1f)
#define DD_FY1 (-0.25f)
#define DD_FX2 ( 0.2f)
#define DD_FY2 ( 0.304f)
// For the record: with this value diagonal-down lines with Texture paint
// are a bit off on all chipsets but Intel 965. So instead we'll use
// .304f which makes it better for the rest, but at a price of a bit
// of pixel/texel shifting on 965G
//#define DD_FY2 ( 0.4f)
// diagonal, up
#define DU_FX1 (-0.1f)
#define DU_FY1 ( 0.4f)
#define DU_FX2 ( 0.3f)
#define DU_FY2 (-0.3f)
#else
#define HV_FF1 (0.0f)
#define HV_FF2 (0.0f)
#define HV_FF3 (0.0f)
#define SP_FF4 (0.0f)
#define DD_FX1 (0.0f)
#define DD_FY1 (0.0f)
#define DD_FX2 (0.0f)
#define DD_FY2 (0.0f)
#define DU_FX1 (0.0f)
#define DU_FY1 (0.0f)
#define DU_FX2 (0.0f)
#define DU_FY2 (0.0f)
#endif
HRESULT
D3DVertexCacher::CreateInstance(D3DContext *pCtx, D3DVertexCacher **ppVC)
{
HRESULT res;
J2dTraceLn(J2D_TRACE_INFO, "D3DVertexCacher::CreateInstance");
*ppVC = new D3DVertexCacher();
if (FAILED(res = (*ppVC)->Init(pCtx))) {
delete *ppVC;
*ppVC = NULL;
}
return res;
}
D3DVertexCacher::D3DVertexCacher()
{
lpD3DDevice = NULL;
lpD3DVertexBuffer = NULL;
}
HRESULT
D3DVertexCacher::Init(D3DContext *pCtx)
{
D3DCAPS9 caps;
RETURN_STATUS_IF_NULL(pCtx, E_FAIL);
ReleaseDefPoolResources();
this->pCtx = pCtx;
firstPendingBatch = 0;
firstPendingVertex = 0;
firstUnusedVertex = 0;
currentBatch = 0;
ZeroMemory(vertices, sizeof(vertices));
ZeroMemory(batches, sizeof(batches));
lpD3DDevice = pCtx->Get3DDevice();
RETURN_STATUS_IF_NULL(lpD3DDevice, E_FAIL);
ZeroMemory(&caps, sizeof(caps));
lpD3DDevice->GetDeviceCaps(&caps);
D3DPOOL pool = (caps.DeviceType == D3DDEVTYPE_HAL) ?
D3DPOOL_DEFAULT : D3DPOOL_SYSTEMMEM;
// usage depends on whether we use hw or sw vertex processing
HRESULT res =
lpD3DDevice->CreateVertexBuffer(MAX_BATCH_SIZE*sizeof(J2DLVERTEX),
D3DUSAGE_DYNAMIC|D3DUSAGE_WRITEONLY, D3DFVF_J2DLVERTEX,
pool, &lpD3DVertexBuffer, NULL);
RETURN_STATUS_IF_FAILED(res);
res = lpD3DDevice->SetStreamSource(0, lpD3DVertexBuffer, 0,
sizeof(J2DLVERTEX));
RETURN_STATUS_IF_FAILED(res);
lpD3DDevice->SetFVF(D3DFVF_J2DLVERTEX);
return res;
}
void
D3DVertexCacher::ReleaseDefPoolResources()
{
SAFE_RELEASE(lpD3DVertexBuffer);
pCtx = NULL;
}
HRESULT D3DVertexCacher::DrawLine(int x1, int y1, int x2, int y2)
{
HRESULT res;
if (SUCCEEDED(res = EnsureCapacity(D3DPT_LINELIST, 1*2))) {
float fx1, fy1, fx2, fy2;
if (y1 == y2) {
// horizontal
fy1 = (float)y1+HV_FF1;
fy2 = fy1;
if (x1 > x2) {
fx1 = (float)x2+HV_FF3;
fx2 = (float)x1+HV_FF2;
} else if (x1 < x2) {
fx1 = (float)x1+HV_FF3;
fx2 = (float)x2+HV_FF2;
} else {
// single point, offset a little so that a single
// pixel is rendered
fx1 = (float)x1-SP_FF4;
fy1 = (float)y1-SP_FF4;
fx2 = (float)x2+SP_FF4;
fy2 = (float)y2+SP_FF4;
}
} else if (x1 == x2) {
// vertical
fx1 = (float)x1+HV_FF1;
fx2 = fx1;
if (y1 > y2) {
fy1 = (float)y2+HV_FF3;
fy2 = (float)y1+HV_FF2;
} else {
fy1 = (float)y1+HV_FF3;
fy2 = (float)y2+HV_FF2;
}
} else {
// diagonal
if (x1 > x2 && y1 > y2) {
// ^
// \ case -> inverse
fx1 = (float)x2;
fy1 = (float)y2;
fx2 = (float)x1;
fy2 = (float)y1;
} else if (x1 > x2 && y2 > y1) {
// /
// v case - inverse
fx1 = (float)x2;
fy1 = (float)y2;
fx2 = (float)x1;
fy2 = (float)y1;
} else {
// \ ^
// v or / - leave as is
fx1 = (float)x1;
fy1 = (float)y1;
fx2 = (float)x2;
fy2 = (float)y2;
}
if (fx2 > fx1 && fy2 > fy1) {
// \
// v
fx1 += DD_FX1;
fy1 += DD_FY1;
fx2 += DD_FX2;
fy2 += DD_FY2;
} else {
// ^
// /
fx1 += DU_FX1;
fy1 += DU_FY1;
fx2 += DU_FX2;
fy2 += DU_FY2;
}
}
ADD_LINE_XYC(fx1, fy1, fx2, fy2, color);
}
return res;
}
HRESULT
D3DVertexCacher::DrawPoly(jint nPoints, jboolean isClosed,
jint transX, jint transY,
jint *xPoints, jint *yPoints)
{
HRESULT res;
jfloat mx = (jfloat)xPoints[0];
jfloat my = (jfloat)yPoints[0];
jboolean isEmpty = TRUE;
if (nPoints == 0) {
return S_OK;
}
if (isClosed &&
xPoints[nPoints - 1] == xPoints[0] &&
yPoints[nPoints - 1] == yPoints[0])
{
isClosed = FALSE;
}
// npoints is exactly the number of vertices we need,
// possibly plus one (if the path is closed)
UINT reqVerts = nPoints * 1;
int i = 0;
do {
// leave room for one possible additional closing point
UINT vertsInBatch = min(MAX_BATCH_SIZE-1, max(2, reqVerts));
if (SUCCEEDED(res = EnsureCapacity(D3DPT_LINESTRIP, vertsInBatch+1))) {
reqVerts -= vertsInBatch;
do {
jfloat x = (jfloat)xPoints[i];
jfloat y = (jfloat)yPoints[i];
isEmpty = isEmpty && (x == mx && y == my);
ADD_LINE_SEG_XYC(x + transX, y + transY, color);
i++;
vertsInBatch--;
} while (vertsInBatch > 0);
// include the last point from the current batch into the next
if (reqVerts > 0) {
i--;
reqVerts++;
// loop continues
} else if (isClosed && !isEmpty) {
// if this was the last batch, see if the closing point is needed;
// note that we have left the room for it
ADD_LINE_SEG_XYC(mx + transX, my + transY, color);
// for clarity, the loop is ended anyway
break;
} else if (isEmpty || !isClosed) {
// - either we went nowhere, then change the last point
// so that a single pixel is rendered
// - or it's not empty and not closed - add another
// point because on some boards the last point is not rendered
mx = xPoints[nPoints-1] + transX +SP_FF4;
my = yPoints[nPoints-1] + transY +SP_FF4;
ADD_LINE_SEG_XYC(mx, my, color);
// for clarity
break;
}
}
} while (reqVerts > 0 && SUCCEEDED(res));
return res;
}
HRESULT
D3DVertexCacher::DrawScanlines(jint scanlineCount, jint *scanlines)
{
HRESULT res;
float x1, x2, y;
UINT reqVerts = scanlineCount*2/*vertices per line*/;
if (scanlineCount == 0) {
return S_OK;
}
do {
UINT vertsInBatch = min(2*(MAX_BATCH_SIZE/2), reqVerts);
if (SUCCEEDED(res = EnsureCapacity(D3DPT_LINELIST, vertsInBatch))) {
reqVerts -= vertsInBatch;
do {
x1 = ((float)*(scanlines++)) +HV_FF3;
x2 = ((float)*(scanlines++)) +HV_FF2;
y = ((float)*(scanlines++)) +HV_FF1;
ADD_LINE_XYC(x1, y, x2, y, color);
vertsInBatch -= 2;
} while (vertsInBatch > 0);
}
} while (reqVerts > 0 && SUCCEEDED(res));
return res;
}
HRESULT
D3DVertexCacher::FillSpans(jint spanCount, jint *spans)
{
HRESULT res;
float x1, y1, x2, y2;
UINT reqVerts = spanCount*2*3/*vertices per span: two triangles*/;
if (spanCount == 0) {
return S_OK;
}
do {
UINT vertsInBatch = min(6*(MAX_BATCH_SIZE/6), reqVerts);
if (SUCCEEDED(res = EnsureCapacity(D3DPT_TRIANGLELIST, vertsInBatch))) {
reqVerts -= vertsInBatch;
do {
x1 = ((float)*(spans++));
y1 = ((float)*(spans++));
x2 = ((float)*(spans++));
y2 = ((float)*(spans++));
ADD_TRIANGLE_XYC(x1, y1, x2, y1, x1, y2, color);
ADD_TRIANGLE_XYC(x1, y2, x2, y1, x2, y2, color);
vertsInBatch -= 6;
} while (vertsInBatch > 0);
}
} while (reqVerts > 0 && SUCCEEDED(res));
return res;
}
HRESULT D3DVertexCacher::DrawRect(int x1, int y1, int x2, int y2)
{
HRESULT res;
if ((x2 - x1) < 2 || (y2 - y1) < 2) {
return FillRect(x1, y1, x2+1, y2+1);
}
if (SUCCEEDED(res = EnsureCapacity(D3DPT_LINELIST, 4*2))) {
float fx1 = (float)x1;
float fy1 = (float)y1;
float fx2 = (float)x2;
float fy2 = (float)y2;
// horiz: top left - top right
ADD_LINE_XYC(fx1+HV_FF3, fy1+HV_FF1, fx2-1.0f+HV_FF2, fy1+HV_FF1,color);
// horiz: bottom left - bottom right
ADD_LINE_XYC(fx1+1.0f+HV_FF3, fy2+HV_FF1, fx2+HV_FF2, fy2+HV_FF1,color);
// vert : top right - bottom right
ADD_LINE_XYC(fx2+HV_FF1, fy1+HV_FF3, fx2+HV_FF1, fy2-1.0f+HV_FF2,color);
// vert : top left - bottom left
ADD_LINE_XYC(fx1+HV_FF1, fy1+1.0f+HV_FF3, fx1+HV_FF1, fy2+HV_FF2,color);
}
return res;
}
HRESULT D3DVertexCacher::FillRect(int x1, int y1, int x2, int y2)
{
HRESULT res;
if (SUCCEEDED(res = EnsureCapacity(D3DPT_TRIANGLELIST, 2*3))) {
float fx1 = (float)x1;
float fy1 = (float)y1;
float fx2 = (float)x2;
float fy2 = (float)y2;
ADD_TRIANGLE_XYUVC(fx1, fy1, fx2, fy1, fx1, fy2,
0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
color);
ADD_TRIANGLE_XYUVC(fx1, fy2, fx2, fy1, fx2, fy2,
0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
color);
}
return res;
}
HRESULT D3DVertexCacher::FillParallelogram(float fx11, float fy11,
float dx21, float dy21,
float dx12, float dy12)
{
HRESULT res;
if (SUCCEEDED(res = EnsureCapacity(D3DPT_TRIANGLELIST, 2*3))) {
// correct texel to pixel mapping; see D3DContext::SetTransform()
// for non-id tx case
if (pCtx->IsIdentityTx()) {
fx11 -= 0.5f;
fy11 -= 0.5f;
}
dx21 += fx11;
dy21 += fy11;
float fx22 = dx21 + dx12;
float fy22 = dy21 + dy12;
dx12 += fx11;
dy12 += fy11;
ADD_TRIANGLE_XYUVC(fx11, fy11, dx21, dy21, dx12, dy12,
0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
color);
ADD_TRIANGLE_XYUVC(dx12, dy12, dx21, dy21, fx22, fy22,
0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
color);
}
return res;
}
#define ADJUST_PGRAM(V, DV, DIM) \
do { \
if ((DV) >= 0) { \
(DIM) += (DV); \
} else { \
(DIM) -= (DV); \
(V) += (DV); \
} \
} while (0)
// Invert the following transform:
// DeltaT(0, 0) == (0, 0)
// DeltaT(1, 0) == (DX1, DY1)
// DeltaT(0, 1) == (DX2, DY2)
// DeltaT(1, 1) == (DX1+DX2, DY1+DY2)
// TM00 = DX1, TM01 = DX2, (TM02 = X11)
// TM10 = DY1, TM11 = DY2, (TM12 = Y11)
// Determinant = TM00*TM11 - TM01*TM10
// = DX1*DY2 - DX2*DY1
// Inverse is:
// IM00 = TM11/det, IM01 = -TM01/det
// IM10 = -TM10/det, IM11 = TM00/det
// IM02 = (TM01 * TM12 - TM11 * TM02) / det,
// IM12 = (TM10 * TM02 - TM00 * TM12) / det,
#define DECLARE_MATRIX(MAT) \
float MAT ## 00, MAT ## 01, MAT ## 02, MAT ## 10, MAT ## 11, MAT ## 12
#define GET_INVERTED_MATRIX(MAT, X11, Y11, DX1, DY1, DX2, DY2, RET_CODE) \
do { \
float det = DX1*DY2 - DX2*DY1; \
if (det == 0) { \
RET_CODE; \
} \
MAT ## 00 = DY2/det; \
MAT ## 01 = -DX2/det; \
MAT ## 10 = -DY1/det; \
MAT ## 11 = DX1/det; \
MAT ## 02 = (DX2 * Y11 - DY2 * X11) / det; \
MAT ## 12 = (DY1 * X11 - DX1 * Y11) / det; \
} while (0)
#define TRANSFORM(MAT, TX, TY, X, Y) \
do { \
TX = (X) * MAT ## 00 + (Y) * MAT ## 01 + MAT ## 02; \
TY = (X) * MAT ## 10 + (Y) * MAT ## 11 + MAT ## 12; \
} while (0)
HRESULT D3DVertexCacher::FillParallelogramAA(float fx11, float fy11,
float dx21, float dy21,
float dx12, float dy12)
{
HRESULT res;
DECLARE_MATRIX(om);
GET_INVERTED_MATRIX(om, fx11, fy11, dx21, dy21, dx12, dy12,
return D3D_OK);
if (SUCCEEDED(res = EnsureCapacity(D3DPT_TRIANGLELIST, 2*3))) {
float px = fx11, py = fy11;
float pw = 0.0f, ph = 0.0f;
ADJUST_PGRAM(px, dx21, pw);
ADJUST_PGRAM(py, dy21, ph);
ADJUST_PGRAM(px, dx12, pw);
ADJUST_PGRAM(py, dy12, ph);
float px1 = floor(px);
float py1 = floor(py);
float px2 = ceil(px + pw);
float py2 = ceil(py + ph);
float u11, v11, u12, v12, u21, v21, u22, v22;
TRANSFORM(om, u11, v11, px1, py1);
TRANSFORM(om, u21, v21, px2, py1);
TRANSFORM(om, u12, v12, px1, py2);
TRANSFORM(om, u22, v22, px2, py2);
ADD_TRIANGLE_XYUVUVC(px1, py1, px2, py1, px1, py2,
u11, v11, u21, v21, u12, v12,
5.0, 5.0, 6.0, 5.0, 5.0, 6.0,
color);
ADD_TRIANGLE_XYUVUVC(px1, py2, px2, py1, px2, py2,
u12, v12, u21, v21, u22, v22,
5.0, 6.0, 6.0, 5.0, 6.0, 6.0,
color);
}
return res;
}
HRESULT D3DVertexCacher::DrawParallelogramAA(float ox11, float oy11,
float ox21, float oy21,
float ox12, float oy12,
float ix11, float iy11,
float ix21, float iy21,
float ix12, float iy12)
{
HRESULT res;
DECLARE_MATRIX(om);
DECLARE_MATRIX(im);
GET_INVERTED_MATRIX(im, ix11, iy11, ix21, iy21, ix12, iy12,
// inner parallelogram is degenerate
// therefore it encloses no area
// fill outer
return FillParallelogramAA(ox11, oy11,
ox21, oy21,
ox12, oy12));
GET_INVERTED_MATRIX(om, ox11, oy11, ox21, oy21, ox12, oy12,
return D3D_OK);
if (SUCCEEDED(res = EnsureCapacity(D3DPT_TRIANGLELIST, 2*3))) {
float ox = ox11, oy = oy11;
float ow = 0.0f, oh = 0.0f;
ADJUST_PGRAM(ox, ox21, ow);
ADJUST_PGRAM(oy, oy21, oh);
ADJUST_PGRAM(ox, ox12, ow);
ADJUST_PGRAM(oy, oy12, oh);
float ox11 = floor(ox);
float oy11 = floor(oy);
float ox22 = ceil(ox + ow);
float oy22 = ceil(oy + oh);
float ou11, ov11, ou12, ov12, ou21, ov21, ou22, ov22;
TRANSFORM(om, ou11, ov11, ox11, oy11);
TRANSFORM(om, ou21, ov21, ox22, oy11);
TRANSFORM(om, ou12, ov12, ox11, oy22);
TRANSFORM(om, ou22, ov22, ox22, oy22);
float iu11, iv11, iu12, iv12, iu21, iv21, iu22, iv22;
TRANSFORM(im, iu11, iv11, ox11, oy11);
TRANSFORM(im, iu21, iv21, ox22, oy11);
TRANSFORM(im, iu12, iv12, ox11, oy22);
TRANSFORM(im, iu22, iv22, ox22, oy22);
ADD_TRIANGLE_XYUVUVC(ox11, oy11, ox22, oy11, ox11, oy22,
ou11, ov11, ou21, ov21, ou12, ov12,
iu11, iv11, iu21, iv21, iu12, iv12,
color);
ADD_TRIANGLE_XYUVUVC(ox11, oy22, ox22, oy11, ox22, oy22,
ou12, ov12, ou21, ov21, ou22, ov22,
iu12, iv12, iu21, iv21, iu22, iv22,
color);
}
return res;
}
HRESULT
D3DVertexCacher::DrawTexture(float x1, float y1, float x2, float y2,
float u1, float v1, float u2, float v2)
{
HRESULT res;
if (SUCCEEDED(res = EnsureCapacity(D3DPT_TRIANGLELIST, 2*3))) {
// correct texel to pixel mapping; see D3DContext::SetTransform()
// for non-id tx case
if (pCtx->IsIdentityTx()) {
x1 -= 0.5f;
y1 -= 0.5f;
x2 -= 0.5f;
y2 -= 0.5f;
}
ADD_TRIANGLE_XYUVC(x1, y1, x2, y1, x1, y2,
u1, v1, u2, v1, u1, v2,
color);
ADD_TRIANGLE_XYUVC(x1, y2, x2, y1, x2, y2,
u1, v2, u2, v1, u2, v2,
color);
}
return res;
}
HRESULT
D3DVertexCacher::DrawTexture(float x1, float y1, float x2, float y2,
float u11, float v11, float u12, float v12,
float u21, float v21, float u22, float v22)
{
HRESULT res;
if (SUCCEEDED(res = EnsureCapacity(D3DPT_TRIANGLELIST, 2*3))) {
// correct texel to pixel mapping; see D3DContext::SetTransform()
// for non-id tx case
if (pCtx->IsIdentityTx()) {
x1 -= 0.5f;
y1 -= 0.5f;
x2 -= 0.5f;
y2 -= 0.5f;
}
ADD_TRIANGLE_XYUVUVC(x1, y1, x2, y1, x1, y2,
u11, v11, u12, v11, u11, v12,
u21, v21, u22, v21, u21, v22,
color);
ADD_TRIANGLE_XYUVUVC(x1, y2, x2, y1, x2, y2,
u11, v12, u12, v11, u12, v12,
u21, v22, u22, v21, u22, v22,
color);
}
return res;
}
HRESULT D3DVertexCacher::Render(int actionType)
{
J2DLVERTEX *lpVert;
HRESULT res;
DWORD dwLockFlags;
UINT pendingVertices = firstUnusedVertex - firstPendingVertex;
// nothing to render
if (pendingVertices == 0) {
if (actionType == RESET_ACTION) {
firstPendingBatch = 0;
firstPendingVertex = 0;
firstUnusedVertex = 0;
currentBatch = 0;
}
return D3D_OK;
}
if (firstPendingVertex == 0) {
// no data in the buffer yet, we don't care about
// vertex buffer's contents
dwLockFlags = D3DLOCK_DISCARD;
} else {
// append to the existing data in the vertex buffer
dwLockFlags = D3DLOCK_NOOVERWRITE;
}
if (SUCCEEDED(res =
lpD3DVertexBuffer->Lock((UINT)firstPendingVertex*sizeof(J2DLVERTEX),
(UINT)pendingVertices*sizeof(J2DLVERTEX),
(void**)&lpVert, dwLockFlags)))
{
// copy only new vertices
memcpy((void *)lpVert,
(void *)(vertices + firstPendingVertex),
pendingVertices * sizeof(J2DLVERTEX));
res = lpD3DVertexBuffer->Unlock();
UINT currentVertex = firstPendingVertex;
UINT batchSize;
J2dTraceLn2(J2D_TRACE_VERBOSE,
"D3DVC::Render Starting flushing of %d vertices "\
"in %d batches",
pendingVertices,
(currentBatch - firstPendingBatch + 1));
for (UINT b = firstPendingBatch; b <= currentBatch; b++) {
D3DPRIMITIVETYPE pType = batches[b].pType;
UINT primCount = batches[b].pNum;
switch (pType) {
// the macro for adding a line segment adds one too many prims
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